Earlier quoted context omitted.
I think you're missing the fundamental mechanic here. Spence signalling[1] won the econ Nobel back in 2001. It says that the cost of signalling in a market for imperfect information ends on the one emitting the signal. For education and jobs, the signal is your degree (hence the huge career difference between dropping out one week before getting a degree and completing). The cost of the degree will fall on the studen…
Blah blah blah. This is way forest-for-trees stuff. I work in higher ed and have used this stuff forever. What OP said is simpler and closer to the easier answer. The person PAYING isn't the consumer; the actual consumer (me and the students) have very little say or influence in how these things work. If you wanted to make effective, I don't know, mops, you'd INTERVIEW JANITORS AND GET THEIR FEEDBACK, and somehow mak…
It worked, sort of. But what was overlooked was that the individuals who spent most actual screen time with the systems were the courseware developers. They had to build the training scenarios, which involved a lot of faffing around in the virtual world to create content that would support specific training objectives. The courseware devs, using the completed system, reckoned on an hour of dev time to build five minutes of useful training in the sim. One of the reasons it was so slow was that the courseware devs (think of them as level designers in a gaming context) had very few tools to help them build the scenario, e.g. to check map inter-visibility. The system devs had created some great tools for the instructors (e.g. after action review) but they had pretty much failed to consider how many different training scenarios were needed to keep the training relevant over time, and thus the relative importance of scenario dev tools.